/*
* Copyright (C) 1997-2001 Id Software, Inc.
* 
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation; either version 2 of the License, or (at your option) any later
* version.
* 
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE.
* 
* See the GNU General Public License for more details.
* 
* You should have received a copy of the GNU General Public License along with
* this program; if not, write to the Free Software Foundation, Inc., 59 Temple
* Place - Suite 330, Boston, MA 02111-1307, USA.
*  
*/

// Created on 13.11.2003 by RST.
// $Id: M_Gunner.java,v 1.4 2005/11/20 22:18:33 salomo Exp $
using System;
using Defines = Suake2.UI.Defines;
using Suake2.UI.game;
using EntDieAdapter = Suake2.UI.game.EntDieAdapter;
using EntDodgeAdapter = Suake2.UI.game.EntDodgeAdapter;
using EntInteractAdapter = Suake2.UI.game.EntInteractAdapter;
using EntPainAdapter = Suake2.UI.game.EntPainAdapter;
using EntThinkAdapter = Suake2.UI.game.EntThinkAdapter;
using GameAI = Suake2.UI.game.GameAI;
using GameBase = Suake2.UI.game.GameBase;
using GameUtil = Suake2.UI.game.GameUtil;
using Monster = Suake2.UI.game.Monster;
using edict_t = Suake2.UI.game.edict_t;
using mframe_t = Suake2.UI.game.mframe_t;
using mmove_t = Suake2.UI.game.mmove_t;
using Lib = Suake2.UI.util.Lib;
using Math3D = Suake2.UI.util.Math3D;
namespace Suake2.UI.game.monsters
{
	
	public class M_Gunner
	{
		public M_Gunner()
		{
			InitBlock();
		}
		public class AnonymousClassEntThinkAdapter:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gunner_idlesound";
				}
				
			}
			public override bool think(edict_t self)
			{
				GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Gunner.sound_idle, 1, Defines.ATTN_IDLE, 0);
				return true;
			}
		}
		public class AnonymousClassEntInteractAdapter:EntInteractAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gunner_sight";
				}
				
			}
			public override bool interact(edict_t self, edict_t other)
			{
				GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Gunner.sound_sight, 1, Defines.ATTN_NORM, 0);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter1:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gunner_search";
				}
				
			}
			public override bool think(edict_t self)
			{
				GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Gunner.sound_search, 1, Defines.ATTN_NORM, 0);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter2:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gunner_stand";
				}
				
			}
			public override bool think(edict_t self)
			{
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gunner.gunner_move_stand;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter3:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gunner_fidget";
				}
				
			}
			public override bool think(edict_t self)
			{
				if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0)
					return true;
				if (Lib.random() <= 0.05)
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gunner.gunner_move_fidget;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter4:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gunner_walk";
				}
				
			}
			public override bool think(edict_t self)
			{
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gunner.gunner_move_walk;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter5:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gunner_run";
				}
				
			}
			public override bool think(edict_t self)
			{
				if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0)
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gunner.gunner_move_stand;
				else
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gunner.gunner_move_run;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter6:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gunner_runandshoot";
				}
				
			}
			public override bool think(edict_t self)
			{
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gunner.gunner_move_runandshoot;
				return true;
			}
		}
		public class AnonymousClassEntPainAdapter:EntPainAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gunner_pain";
				}
				
			}
			public override void  pain(edict_t self, edict_t other, float kick, int damage)
			{
				if (self.health < (self.max_health / 2))
					self.s.skinnum = 1;
				
				if (GameBase.level.time < self.pain_debounce_time)
					return ;
				
				self.pain_debounce_time = GameBase.level.time + 3;
				
				if ((Lib.rand() & 1) != 0)
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Gunner.sound_pain, 1, Defines.ATTN_NORM, 0);
				else
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Gunner.sound_pain2, 1, Defines.ATTN_NORM, 0);
				
				if (GameBase.skill.value_Renamed == 3)
					return ; // no pain anims in nightmare
				
				if (damage <= 10)
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gunner.gunner_move_pain3;
				else if (damage <= 25)
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gunner.gunner_move_pain2;
				else
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gunner.gunner_move_pain1;
			}
		}
		public class AnonymousClassEntThinkAdapter7:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gunner_dead";
				}
				
			}
			public override bool think(edict_t self)
			{
				Math3D.VectorSet(self.mins, - 16, - 16, - 24);
				Math3D.VectorSet(self.maxs, 16, 16, - 8);
				self.movetype = Defines.MOVETYPE_TOSS;
				self.svflags |= Defines.SVF_DEADMONSTER;
				self.nextthink = 0;
				GameBase.gi.linkentity(self);
				return true;
			}
		}
		public class AnonymousClassEntDieAdapter:EntDieAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gunner_die";
				}
				
			}
			public override void  die(edict_t self, edict_t inflictor, edict_t attacker, int damage, float[] point)
			{
				int n;
				
				//	check for gib
				if (self.health <= self.gib_health)
				{
					GameBase.gi.sound(self, Defines.CHAN_VOICE, GameBase.gi.soundindex("misc/udeath.wav"), 1, Defines.ATTN_NORM, 0);
					for (n = 0; n < 2; n++)
						GameMisc.ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, Defines.GIB_ORGANIC);
					for (n = 0; n < 4; n++)
						GameMisc.ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, Defines.GIB_ORGANIC);
					GameMisc.ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, Defines.GIB_ORGANIC);
					self.deadflag = Defines.DEAD_DEAD;
					return ;
				}
				
				if (self.deadflag == Defines.DEAD_DEAD)
					return ;
				
				//	regular death
				GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Gunner.sound_death, 1, Defines.ATTN_NORM, 0);
				self.deadflag = Defines.DEAD_DEAD;
				self.takedamage = Defines.DAMAGE_YES;
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gunner.gunner_move_death;
			}
		}
		public class AnonymousClassEntThinkAdapter8:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gunner_duck_down";
				}
				
			}
			public override bool think(edict_t self)
			{
				if ((self.monsterinfo.aiflags & Defines.AI_DUCKED) != 0)
					return true;
				self.monsterinfo.aiflags |= Defines.AI_DUCKED;
				if (GameBase.skill.value_Renamed >= 2)
				{
					if (Lib.random() > 0.5)
						jake2.game.monsters.M_Gunner.GunnerGrenade.think(self);
				}
				
				self.maxs[2] -= 32;
				self.takedamage = Defines.DAMAGE_YES;
				self.monsterinfo.pausetime = GameBase.level.time + 1;
				GameBase.gi.linkentity(self);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter9:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gunner_duck_hold";
				}
				
			}
			public override bool think(edict_t self)
			{
				if (GameBase.level.time >= self.monsterinfo.pausetime)
					self.monsterinfo.aiflags &= ~ Defines.AI_HOLD_FRAME;
				else
					self.monsterinfo.aiflags |= Defines.AI_HOLD_FRAME;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter10:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gunner_duck_up";
				}
				
			}
			public override bool think(edict_t self)
			{
				self.monsterinfo.aiflags &= ~ Defines.AI_DUCKED;
				self.maxs[2] += 32;
				self.takedamage = Defines.DAMAGE_AIM;
				GameBase.gi.linkentity(self);
				return true;
			}
		}
		public class AnonymousClassEntDodgeAdapter:EntDodgeAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gunner_dodge";
				}
				
			}
			public override void  dodge(edict_t self, edict_t attacker, float eta)
			{
				if (Lib.random() > 0.25)
					return ;
				
				if (self.enemy == null)
					self.enemy = attacker;
				
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gunner.gunner_move_duck;
			}
		}
		public class AnonymousClassEntThinkAdapter11:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gunner_opengun";
				}
				
			}
			public override bool think(edict_t self)
			{
				GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Gunner.sound_open, 1, Defines.ATTN_IDLE, 0);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter12:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "GunnerFire";
				}
				
			}
			public override bool think(edict_t self)
			{
				float[] start = new float[]{0, 0, 0};
				float[] forward = new float[]{0, 0, 0}, right = new float[]{0, 0, 0};
				float[] target = new float[]{0, 0, 0};
				float[] aim = new float[]{0, 0, 0};
				int flash_number;
				
				flash_number = Defines.MZ2_GUNNER_MACHINEGUN_1 + (self.s.frame - jake2.game.monsters.M_Gunner.FRAME_attak216);
				
				Math3D.AngleVectors(self.s.angles, forward, right, null);
				Math3D.G_ProjectSource(self.s.origin, M_Flash.monster_flash_offset[flash_number], forward, right, start);
				
				// project enemy back a bit and target there
				Math3D.VectorCopy(self.enemy.s.origin, target);
				Math3D.VectorMA(target, - 0.2f, self.enemy.velocity, target);
				target[2] += self.enemy.viewheight;
				
				Math3D.VectorSubtract(target, start, aim);
				Math3D.VectorNormalize(aim);
				Monster.monster_fire_bullet(self, start, aim, 3, 4, Defines.DEFAULT_BULLET_HSPREAD, Defines.DEFAULT_BULLET_VSPREAD, flash_number);
				
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter13:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "GunnerGrenade";
				}
				
			}
			public override bool think(edict_t self)
			{
				float[] start = new float[]{0, 0, 0};
				float[] forward = new float[]{0, 0, 0}, right = new float[]{0, 0, 0};
				float[] aim = new float[]{0, 0, 0};
				int flash_number;
				
				if (self.s.frame == jake2.game.monsters.M_Gunner.FRAME_attak105)
					flash_number = Defines.MZ2_GUNNER_GRENADE_1;
				else if (self.s.frame == jake2.game.monsters.M_Gunner.FRAME_attak108)
					flash_number = Defines.MZ2_GUNNER_GRENADE_2;
				else if (self.s.frame == jake2.game.monsters.M_Gunner.FRAME_attak111)
					flash_number = Defines.MZ2_GUNNER_GRENADE_3;
				// (self.s.frame == FRAME_attak114)
				else
					flash_number = Defines.MZ2_GUNNER_GRENADE_4;
				
				Math3D.AngleVectors(self.s.angles, forward, right, null);
				Math3D.G_ProjectSource(self.s.origin, M_Flash.monster_flash_offset[flash_number], forward, right, start);
				
				//FIXME : do a spread -225 -75 75 225 degrees around forward
				Math3D.VectorCopy(forward, aim);
				
				Monster.monster_fire_grenade(self, start, aim, 50, 600, flash_number);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter14:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gunner_attack";
				}
				
			}
			public override bool think(edict_t self)
			{
				if (GameUtil.range(self, self.enemy) == Defines.RANGE_MELEE)
				{
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gunner.gunner_move_attack_chain;
				}
				else
				{
					if (Lib.random() <= 0.5)
						self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gunner.gunner_move_attack_grenade;
					else
						self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gunner.gunner_move_attack_chain;
				}
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter15:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gunner_fire_chain";
				}
				
			}
			public override bool think(edict_t self)
			{
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gunner.gunner_move_fire_chain;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter16:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gunner_refire_chain";
				}
				
			}
			public override bool think(edict_t self)
			{
				if (self.enemy.health > 0)
					if (GameUtil.visible(self, self.enemy))
						if (Lib.random() <= 0.5)
						{
							self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gunner.gunner_move_fire_chain;
							return true;
						}
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gunner.gunner_move_endfire_chain;
				return true;
			}
		}
		private void  InitBlock()
		{
			gunner_frames_fidget = new mframe_t[]{new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, gunner_idlesound), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null)};
			gunner_frames_stand = new mframe_t[]{new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, gunner_fidget), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, gunner_fidget), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, gunner_fidget)};
			gunner_frames_walk = new mframe_t[]{new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 3, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 4, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 7, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 2, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 6, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 4, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 2, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 7, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 7, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 4, null)};
			gunner_frames_run = new mframe_t[]{new mframe_t(GameAI.ai_run, 26, null), new mframe_t(GameAI.ai_run, 9, null), new mframe_t(GameAI.ai_run, 9, null), new mframe_t(GameAI.ai_run, 9, null), new mframe_t(GameAI.ai_run, 15, null), new mframe_t(GameAI.ai_run, 10, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 6, null)};
			gunner_frames_runandshoot = new mframe_t[]{new mframe_t(GameAI.ai_run, 32, null), new mframe_t(GameAI.ai_run, 15, null), new mframe_t(GameAI.ai_run, 10, null), new mframe_t(GameAI.ai_run, 18, null), new mframe_t(GameAI.ai_run, 8, null), new mframe_t(GameAI.ai_run, 20, null)};
			gunner_frames_pain3 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, - 3, null), new mframe_t(GameAI.ai_move_Renamed_Field, 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 1, null)};
			gunner_frames_pain2 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, - 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, 11, null), new mframe_t(GameAI.ai_move_Renamed_Field, 6, null), new mframe_t(GameAI.ai_move_Renamed_Field, 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 7, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 7, null)};
			gunner_frames_pain1 = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 5, null), new mframe_t(GameAI.ai_move_Renamed_Field, 3, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 2, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
			gunner_frames_death = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 7, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 3, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 5, null), new mframe_t(GameAI.ai_move_Renamed_Field, 8, null), new mframe_t(GameAI.ai_move_Renamed_Field, 6, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
			gunner_frames_duck = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 1, gunner_duck_down), new mframe_t(GameAI.ai_move_Renamed_Field, 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 1, gunner_duck_hold), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, - 1, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, gunner_duck_up), new mframe_t(GameAI.ai_move_Renamed_Field, - 1, null)};
			gunner_frames_attack_chain = new mframe_t[]{new mframe_t(GameAI.ai_charge, 0, gunner_opengun), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null)};
			gunner_frames_fire_chain = new mframe_t[]{new mframe_t(GameAI.ai_charge, 0, GunnerFire), new mframe_t(GameAI.ai_charge, 0, GunnerFire), new mframe_t(GameAI.ai_charge, 0, GunnerFire), new mframe_t(GameAI.ai_charge, 0, GunnerFire), new mframe_t(GameAI.ai_charge, 0, GunnerFire), new mframe_t(GameAI.ai_charge, 0, GunnerFire), new mframe_t(GameAI.ai_charge, 0, GunnerFire), new mframe_t(GameAI.ai_charge, 0, GunnerFire)};
			gunner_frames_endfire_chain = new mframe_t[]{new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null)};
			gunner_frames_attack_grenade = new mframe_t[]{new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, GunnerGrenade), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, GunnerGrenade), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, GunnerGrenade), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, GunnerGrenade), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null)};
		}
		//	This file generated by ModelGen - Do NOT Modify
		
		public const int FRAME_stand01 = 0;
		
		public const int FRAME_stand02 = 1;
		
		public const int FRAME_stand03 = 2;
		
		public const int FRAME_stand04 = 3;
		
		public const int FRAME_stand05 = 4;
		
		public const int FRAME_stand06 = 5;
		
		public const int FRAME_stand07 = 6;
		
		public const int FRAME_stand08 = 7;
		
		public const int FRAME_stand09 = 8;
		
		public const int FRAME_stand10 = 9;
		
		public const int FRAME_stand11 = 10;
		
		public const int FRAME_stand12 = 11;
		
		public const int FRAME_stand13 = 12;
		
		public const int FRAME_stand14 = 13;
		
		public const int FRAME_stand15 = 14;
		
		public const int FRAME_stand16 = 15;
		
		public const int FRAME_stand17 = 16;
		
		public const int FRAME_stand18 = 17;
		
		public const int FRAME_stand19 = 18;
		
		public const int FRAME_stand20 = 19;
		
		public const int FRAME_stand21 = 20;
		
		public const int FRAME_stand22 = 21;
		
		public const int FRAME_stand23 = 22;
		
		public const int FRAME_stand24 = 23;
		
		public const int FRAME_stand25 = 24;
		
		public const int FRAME_stand26 = 25;
		
		public const int FRAME_stand27 = 26;
		
		public const int FRAME_stand28 = 27;
		
		public const int FRAME_stand29 = 28;
		
		public const int FRAME_stand30 = 29;
		
		public const int FRAME_stand31 = 30;
		
		public const int FRAME_stand32 = 31;
		
		public const int FRAME_stand33 = 32;
		
		public const int FRAME_stand34 = 33;
		
		public const int FRAME_stand35 = 34;
		
		public const int FRAME_stand36 = 35;
		
		public const int FRAME_stand37 = 36;
		
		public const int FRAME_stand38 = 37;
		
		public const int FRAME_stand39 = 38;
		
		public const int FRAME_stand40 = 39;
		
		public const int FRAME_stand41 = 40;
		
		public const int FRAME_stand42 = 41;
		
		public const int FRAME_stand43 = 42;
		
		public const int FRAME_stand44 = 43;
		
		public const int FRAME_stand45 = 44;
		
		public const int FRAME_stand46 = 45;
		
		public const int FRAME_stand47 = 46;
		
		public const int FRAME_stand48 = 47;
		
		public const int FRAME_stand49 = 48;
		
		public const int FRAME_stand50 = 49;
		
		public const int FRAME_stand51 = 50;
		
		public const int FRAME_stand52 = 51;
		
		public const int FRAME_stand53 = 52;
		
		public const int FRAME_stand54 = 53;
		
		public const int FRAME_stand55 = 54;
		
		public const int FRAME_stand56 = 55;
		
		public const int FRAME_stand57 = 56;
		
		public const int FRAME_stand58 = 57;
		
		public const int FRAME_stand59 = 58;
		
		public const int FRAME_stand60 = 59;
		
		public const int FRAME_stand61 = 60;
		
		public const int FRAME_stand62 = 61;
		
		public const int FRAME_stand63 = 62;
		
		public const int FRAME_stand64 = 63;
		
		public const int FRAME_stand65 = 64;
		
		public const int FRAME_stand66 = 65;
		
		public const int FRAME_stand67 = 66;
		
		public const int FRAME_stand68 = 67;
		
		public const int FRAME_stand69 = 68;
		
		public const int FRAME_stand70 = 69;
		
		public const int FRAME_walk01 = 70;
		
		public const int FRAME_walk02 = 71;
		
		public const int FRAME_walk03 = 72;
		
		public const int FRAME_walk04 = 73;
		
		public const int FRAME_walk05 = 74;
		
		public const int FRAME_walk06 = 75;
		
		public const int FRAME_walk07 = 76;
		
		public const int FRAME_walk08 = 77;
		
		public const int FRAME_walk09 = 78;
		
		public const int FRAME_walk10 = 79;
		
		public const int FRAME_walk11 = 80;
		
		public const int FRAME_walk12 = 81;
		
		public const int FRAME_walk13 = 82;
		
		public const int FRAME_walk14 = 83;
		
		public const int FRAME_walk15 = 84;
		
		public const int FRAME_walk16 = 85;
		
		public const int FRAME_walk17 = 86;
		
		public const int FRAME_walk18 = 87;
		
		public const int FRAME_walk19 = 88;
		
		public const int FRAME_walk20 = 89;
		
		public const int FRAME_walk21 = 90;
		
		public const int FRAME_walk22 = 91;
		
		public const int FRAME_walk23 = 92;
		
		public const int FRAME_walk24 = 93;
		
		public const int FRAME_run01 = 94;
		
		public const int FRAME_run02 = 95;
		
		public const int FRAME_run03 = 96;
		
		public const int FRAME_run04 = 97;
		
		public const int FRAME_run05 = 98;
		
		public const int FRAME_run06 = 99;
		
		public const int FRAME_run07 = 100;
		
		public const int FRAME_run08 = 101;
		
		public const int FRAME_runs01 = 102;
		
		public const int FRAME_runs02 = 103;
		
		public const int FRAME_runs03 = 104;
		
		public const int FRAME_runs04 = 105;
		
		public const int FRAME_runs05 = 106;
		
		public const int FRAME_runs06 = 107;
		
		public const int FRAME_attak101 = 108;
		
		public const int FRAME_attak102 = 109;
		
		public const int FRAME_attak103 = 110;
		
		public const int FRAME_attak104 = 111;
		
		public const int FRAME_attak105 = 112;
		
		public const int FRAME_attak106 = 113;
		
		public const int FRAME_attak107 = 114;
		
		public const int FRAME_attak108 = 115;
		
		public const int FRAME_attak109 = 116;
		
		public const int FRAME_attak110 = 117;
		
		public const int FRAME_attak111 = 118;
		
		public const int FRAME_attak112 = 119;
		
		public const int FRAME_attak113 = 120;
		
		public const int FRAME_attak114 = 121;
		
		public const int FRAME_attak115 = 122;
		
		public const int FRAME_attak116 = 123;
		
		public const int FRAME_attak117 = 124;
		
		public const int FRAME_attak118 = 125;
		
		public const int FRAME_attak119 = 126;
		
		public const int FRAME_attak120 = 127;
		
		public const int FRAME_attak121 = 128;
		
		public const int FRAME_attak201 = 129;
		
		public const int FRAME_attak202 = 130;
		
		public const int FRAME_attak203 = 131;
		
		public const int FRAME_attak204 = 132;
		
		public const int FRAME_attak205 = 133;
		
		public const int FRAME_attak206 = 134;
		
		public const int FRAME_attak207 = 135;
		
		public const int FRAME_attak208 = 136;
		
		public const int FRAME_attak209 = 137;
		
		public const int FRAME_attak210 = 138;
		
		public const int FRAME_attak211 = 139;
		
		public const int FRAME_attak212 = 140;
		
		public const int FRAME_attak213 = 141;
		
		public const int FRAME_attak214 = 142;
		
		public const int FRAME_attak215 = 143;
		
		public const int FRAME_attak216 = 144;
		
		public const int FRAME_attak217 = 145;
		
		public const int FRAME_attak218 = 146;
		
		public const int FRAME_attak219 = 147;
		
		public const int FRAME_attak220 = 148;
		
		public const int FRAME_attak221 = 149;
		
		public const int FRAME_attak222 = 150;
		
		public const int FRAME_attak223 = 151;
		
		public const int FRAME_attak224 = 152;
		
		public const int FRAME_attak225 = 153;
		
		public const int FRAME_attak226 = 154;
		
		public const int FRAME_attak227 = 155;
		
		public const int FRAME_attak228 = 156;
		
		public const int FRAME_attak229 = 157;
		
		public const int FRAME_attak230 = 158;
		
		public const int FRAME_pain101 = 159;
		
		public const int FRAME_pain102 = 160;
		
		public const int FRAME_pain103 = 161;
		
		public const int FRAME_pain104 = 162;
		
		public const int FRAME_pain105 = 163;
		
		public const int FRAME_pain106 = 164;
		
		public const int FRAME_pain107 = 165;
		
		public const int FRAME_pain108 = 166;
		
		public const int FRAME_pain109 = 167;
		
		public const int FRAME_pain110 = 168;
		
		public const int FRAME_pain111 = 169;
		
		public const int FRAME_pain112 = 170;
		
		public const int FRAME_pain113 = 171;
		
		public const int FRAME_pain114 = 172;
		
		public const int FRAME_pain115 = 173;
		
		public const int FRAME_pain116 = 174;
		
		public const int FRAME_pain117 = 175;
		
		public const int FRAME_pain118 = 176;
		
		public const int FRAME_pain201 = 177;
		
		public const int FRAME_pain202 = 178;
		
		public const int FRAME_pain203 = 179;
		
		public const int FRAME_pain204 = 180;
		
		public const int FRAME_pain205 = 181;
		
		public const int FRAME_pain206 = 182;
		
		public const int FRAME_pain207 = 183;
		
		public const int FRAME_pain208 = 184;
		
		public const int FRAME_pain301 = 185;
		
		public const int FRAME_pain302 = 186;
		
		public const int FRAME_pain303 = 187;
		
		public const int FRAME_pain304 = 188;
		
		public const int FRAME_pain305 = 189;
		
		public const int FRAME_death01 = 190;
		
		public const int FRAME_death02 = 191;
		
		public const int FRAME_death03 = 192;
		
		public const int FRAME_death04 = 193;
		
		public const int FRAME_death05 = 194;
		
		public const int FRAME_death06 = 195;
		
		public const int FRAME_death07 = 196;
		
		public const int FRAME_death08 = 197;
		
		public const int FRAME_death09 = 198;
		
		public const int FRAME_death10 = 199;
		
		public const int FRAME_death11 = 200;
		
		public const int FRAME_duck01 = 201;
		
		public const int FRAME_duck02 = 202;
		
		public const int FRAME_duck03 = 203;
		
		public const int FRAME_duck04 = 204;
		
		public const int FRAME_duck05 = 205;
		
		public const int FRAME_duck06 = 206;
		
		public const int FRAME_duck07 = 207;
		
		public const int FRAME_duck08 = 208;
		
		public const float MODEL_SCALE = 1.150000f;
		
		internal static int sound_pain;
		
		internal static int sound_pain2;
		
		internal static int sound_death;
		
		internal static int sound_idle;
		
		internal static int sound_open;
		
		internal static int sound_search;
		
		internal static int sound_sight;
		
		//UPGRADE_NOTE: The initialization of  'gunner_idlesound' was moved to static method 'jake2.game.monsters.M_Gunner'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter gunner_idlesound;
		
		//UPGRADE_NOTE: The initialization of  'gunner_sight' was moved to static method 'jake2.game.monsters.M_Gunner'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntInteractAdapter gunner_sight;
		
		//UPGRADE_NOTE: The initialization of  'gunner_search' was moved to static method 'jake2.game.monsters.M_Gunner'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter gunner_search;
		
		//UPGRADE_NOTE: The initialization of  'gunner_frames_fidget' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] gunner_frames_fidget;
		
		//UPGRADE_NOTE: The initialization of  'gunner_stand' was moved to static method 'jake2.game.monsters.M_Gunner'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter gunner_stand;
		
		internal static mmove_t gunner_move_fidget = new mmove_t(FRAME_stand31, FRAME_stand70, gunner_frames_fidget, gunner_stand);
		
		//UPGRADE_NOTE: The initialization of  'gunner_fidget' was moved to static method 'jake2.game.monsters.M_Gunner'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter gunner_fidget;
		
		//UPGRADE_NOTE: The initialization of  'gunner_frames_stand' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] gunner_frames_stand;
		
		internal static mmove_t gunner_move_stand = new mmove_t(FRAME_stand01, FRAME_stand30, gunner_frames_stand, null);
		
		//UPGRADE_NOTE: The initialization of  'gunner_frames_walk' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] gunner_frames_walk;
		
		internal static mmove_t gunner_move_walk = new mmove_t(FRAME_walk07, FRAME_walk19, gunner_frames_walk, null);
		
		//UPGRADE_NOTE: The initialization of  'gunner_walk' was moved to static method 'jake2.game.monsters.M_Gunner'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter gunner_walk;
		
		//UPGRADE_NOTE: The initialization of  'gunner_frames_run' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] gunner_frames_run;
		
		internal static mmove_t gunner_move_run = new mmove_t(FRAME_run01, FRAME_run08, gunner_frames_run, null);
		
		//UPGRADE_NOTE: The initialization of  'gunner_run' was moved to static method 'jake2.game.monsters.M_Gunner'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter gunner_run;
		
		//UPGRADE_NOTE: The initialization of  'gunner_frames_runandshoot' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] gunner_frames_runandshoot;
		
		internal static mmove_t gunner_move_runandshoot = new mmove_t(FRAME_runs01, FRAME_runs06, gunner_frames_runandshoot, null);
		
		//UPGRADE_NOTE: The initialization of  'gunner_runandshoot' was moved to static method 'jake2.game.monsters.M_Gunner'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter gunner_runandshoot;
		
		//UPGRADE_NOTE: The initialization of  'gunner_frames_pain3' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] gunner_frames_pain3;
		
		internal static mmove_t gunner_move_pain3 = new mmove_t(FRAME_pain301, FRAME_pain305, gunner_frames_pain3, gunner_run);
		
		//UPGRADE_NOTE: The initialization of  'gunner_frames_pain2' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] gunner_frames_pain2;
		
		internal static mmove_t gunner_move_pain2 = new mmove_t(FRAME_pain201, FRAME_pain208, gunner_frames_pain2, gunner_run);
		
		//UPGRADE_NOTE: The initialization of  'gunner_frames_pain1' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] gunner_frames_pain1;
		
		internal static mmove_t gunner_move_pain1 = new mmove_t(FRAME_pain101, FRAME_pain118, gunner_frames_pain1, gunner_run);
		
		//UPGRADE_NOTE: The initialization of  'gunner_pain' was moved to static method 'jake2.game.monsters.M_Gunner'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntPainAdapter gunner_pain;
		
		//UPGRADE_NOTE: The initialization of  'gunner_dead' was moved to static method 'jake2.game.monsters.M_Gunner'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter gunner_dead;
		
		//UPGRADE_NOTE: The initialization of  'gunner_frames_death' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] gunner_frames_death;
		
		internal static mmove_t gunner_move_death = new mmove_t(FRAME_death01, FRAME_death11, gunner_frames_death, gunner_dead);
		
		//UPGRADE_NOTE: The initialization of  'gunner_die' was moved to static method 'jake2.game.monsters.M_Gunner'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntDieAdapter gunner_die;
		
		//UPGRADE_NOTE: The initialization of  'gunner_duck_down' was moved to static method 'jake2.game.monsters.M_Gunner'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter gunner_duck_down;
		
		//UPGRADE_NOTE: The initialization of  'gunner_duck_hold' was moved to static method 'jake2.game.monsters.M_Gunner'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter gunner_duck_hold;
		
		//UPGRADE_NOTE: The initialization of  'gunner_duck_up' was moved to static method 'jake2.game.monsters.M_Gunner'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter gunner_duck_up;
		
		//UPGRADE_NOTE: The initialization of  'gunner_frames_duck' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] gunner_frames_duck;
		
		internal static mmove_t gunner_move_duck = new mmove_t(FRAME_duck01, FRAME_duck08, gunner_frames_duck, gunner_run);
		
		//UPGRADE_NOTE: The initialization of  'gunner_dodge' was moved to static method 'jake2.game.monsters.M_Gunner'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntDodgeAdapter gunner_dodge;
		
		//UPGRADE_NOTE: The initialization of  'gunner_opengun' was moved to static method 'jake2.game.monsters.M_Gunner'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter gunner_opengun;
		
		//UPGRADE_NOTE: The initialization of  'GunnerFire' was moved to static method 'jake2.game.monsters.M_Gunner'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter GunnerFire;
		
		//UPGRADE_NOTE: The initialization of  'GunnerGrenade' was moved to static method 'jake2.game.monsters.M_Gunner'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter GunnerGrenade;
		
		//UPGRADE_NOTE: The initialization of  'gunner_attack' was moved to static method 'jake2.game.monsters.M_Gunner'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter gunner_attack;
		
		//UPGRADE_NOTE: The initialization of  'gunner_fire_chain' was moved to static method 'jake2.game.monsters.M_Gunner'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter gunner_fire_chain;
		
		//UPGRADE_NOTE: The initialization of  'gunner_frames_attack_chain' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] gunner_frames_attack_chain;
		
		internal static mmove_t gunner_move_attack_chain = new mmove_t(FRAME_attak209, FRAME_attak215, gunner_frames_attack_chain, gunner_fire_chain);
		
		//UPGRADE_NOTE: The initialization of  'gunner_frames_fire_chain' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] gunner_frames_fire_chain;
		
		//UPGRADE_NOTE: The initialization of  'gunner_refire_chain' was moved to static method 'jake2.game.monsters.M_Gunner'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter gunner_refire_chain;
		
		internal static mmove_t gunner_move_fire_chain = new mmove_t(FRAME_attak216, FRAME_attak223, gunner_frames_fire_chain, gunner_refire_chain);
		
		//UPGRADE_NOTE: The initialization of  'gunner_frames_endfire_chain' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] gunner_frames_endfire_chain;
		
		internal static mmove_t gunner_move_endfire_chain = new mmove_t(FRAME_attak224, FRAME_attak230, gunner_frames_endfire_chain, gunner_run);
		
		//UPGRADE_NOTE: The initialization of  'gunner_frames_attack_grenade' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] gunner_frames_attack_grenade;
		
		internal static mmove_t gunner_move_attack_grenade = new mmove_t(FRAME_attak101, FRAME_attak121, gunner_frames_attack_grenade, gunner_run);
		
		/*
		* QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush
		* Trigger_Spawn Sight
		*/
		public static void  SP_monster_gunner(edict_t self)
		{
			if (GameBase.deathmatch.value_Renamed != 0)
			{
				GameUtil.G_FreeEdict(self);
				return ;
			}
			
			sound_death = GameBase.gi.soundindex("gunner/death1.wav");
			sound_pain = GameBase.gi.soundindex("gunner/gunpain2.wav");
			sound_pain2 = GameBase.gi.soundindex("gunner/gunpain1.wav");
			sound_idle = GameBase.gi.soundindex("gunner/gunidle1.wav");
			sound_open = GameBase.gi.soundindex("gunner/gunatck1.wav");
			sound_search = GameBase.gi.soundindex("gunner/gunsrch1.wav");
			sound_sight = GameBase.gi.soundindex("gunner/sight1.wav");
			
			GameBase.gi.soundindex("gunner/gunatck2.wav");
			GameBase.gi.soundindex("gunner/gunatck3.wav");
			
			self.movetype = Defines.MOVETYPE_STEP;
			self.solid = Defines.SOLID_BBOX;
			self.s.modelindex = GameBase.gi.modelindex("models/monsters/gunner/tris.md2");
			Math3D.VectorSet(self.mins, - 16, - 16, - 24);
			Math3D.VectorSet(self.maxs, 16, 16, 32);
			
			self.health = 175;
			self.gib_health = - 70;
			self.mass = 200;
			
			self.pain = gunner_pain;
			self.die = gunner_die;
			
			self.monsterinfo.stand = gunner_stand;
			self.monsterinfo.walk = gunner_walk;
			self.monsterinfo.run = gunner_run;
			self.monsterinfo.dodge = gunner_dodge;
			self.monsterinfo.attack = gunner_attack;
			self.monsterinfo.melee = null;
			self.monsterinfo.sight = gunner_sight;
			self.monsterinfo.search = gunner_search;
			
			GameBase.gi.linkentity(self);
			
			self.monsterinfo.currentmove = gunner_move_stand;
			self.monsterinfo.scale = MODEL_SCALE;
			
			GameAI.walkmonster_start.think(self);
		}
		static M_Gunner()
		{
			gunner_idlesound = new AnonymousClassEntThinkAdapter();
			gunner_sight = new AnonymousClassEntInteractAdapter();
			gunner_search = new AnonymousClassEntThinkAdapter1();
			gunner_stand = new AnonymousClassEntThinkAdapter2();
			gunner_fidget = new AnonymousClassEntThinkAdapter3();
			gunner_walk = new AnonymousClassEntThinkAdapter4();
			gunner_run = new AnonymousClassEntThinkAdapter5();
			gunner_runandshoot = new AnonymousClassEntThinkAdapter6();
			gunner_pain = new AnonymousClassEntPainAdapter();
			gunner_dead = new AnonymousClassEntThinkAdapter7();
			gunner_die = new AnonymousClassEntDieAdapter();
			gunner_duck_down = new AnonymousClassEntThinkAdapter8();
			gunner_duck_hold = new AnonymousClassEntThinkAdapter9();
			gunner_duck_up = new AnonymousClassEntThinkAdapter10();
			gunner_dodge = new AnonymousClassEntDodgeAdapter();
			gunner_opengun = new AnonymousClassEntThinkAdapter11();
			GunnerFire = new AnonymousClassEntThinkAdapter12();
			GunnerGrenade = new AnonymousClassEntThinkAdapter13();
			gunner_attack = new AnonymousClassEntThinkAdapter14();
			gunner_fire_chain = new AnonymousClassEntThinkAdapter15();
			gunner_refire_chain = new AnonymousClassEntThinkAdapter16();
		}
	}
}